Video Posted February 14, 2021 Share Posted February 14, 2021 Kick arse! Looks amazing and I too see the potential and look forward to the evolution. Lemming? I don't know about that. Yes it's on nearly every post Atari console (I've got it for about everything including nes, master system and gameboy) but those all have ten sprites (where later 16+ bit systems have 80-120 sprites) still, if you dumbed the sprites to one pixel objects, you could have 4 er... "Lemmings" per console sprite. That would give up to 24 sprites on a scanline with no flicker (2 sprites making four lemmings each, then multiplexing to get 12 per sprite, leaving missiles and balls for cursor data and alternate lemming sprite data (blockers, bombers, etc)) background could take mods to change the environment to build ramps and holes. It would probably need a TON of ram to pull off, don't know if 2k (typical ram expansion) would be enough. 1 Quote Link to comment Share on other sites More sharing options...
7800Knight Posted February 14, 2021 Share Posted February 14, 2021 @splendidnut My hat is off to you. You really did good improving on Congo Bongo. 1 Quote Link to comment Share on other sites More sharing options...
BrianC Posted February 15, 2021 Share Posted February 15, 2021 Looks very impressive. I wonder what the heck happened with the SG-1000 port. It doesn't even try to pull off an isometric perspective and only has 2 levels. 2 Quote Link to comment Share on other sites More sharing options...
BladeJunker Posted February 15, 2021 Share Posted February 15, 2021 Looks great, seems to be the best way to do isometric 2D well on the 2600, produce diagonal color changes. Basically the gross Q*bert way from bitd but more advanced in implementations. Other than getting it to flicker fast enough I'm impressed by the color mixing, finding the right balance between two colors to make that third faux dither color actually good. 1 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted February 19, 2021 Share Posted February 19, 2021 Pictures look VERY promising - maybe a PAL version possible? Would be fantastic to see it on real hardware - played and liked this game in the past (mainly on the C64) ? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted February 20, 2021 Share Posted February 20, 2021 PAL version? Sure. I took a guess at the colors being I have no access to a PAL TV. Might as well provide an update. I've added jumping. It works relatively well, but ultimately gives the player a bit too much freedom to move thru the level. Currently only Stage 1 is enabled. I have most of the data necessary for the other stages, but need to handle sprite clipping (ducking into pits) and making the water a hazard. Enjoy. NTSC Version: congo_poc_NTSC_20210220.e7 PAL60 Version congo_poc_PAL60_20210220.e7 6 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted February 20, 2021 Share Posted February 20, 2021 8 hours ago, splendidnut said: PAL version? Sure. I took a guess at the colors being I have no access to a PAL TV. Might as well provide an update. I've added jumping. It works relatively well, but ultimately gives the player a bit too much freedom to move thru the level. Currently only Stage 1 is enabled. I have most of the data necessary for the other stages, but need to handle sprite clipping (ducking into pits) and making the water a hazard. Enjoy. NTSC Version: congo_poc_NTSC_20210220.e7 16 kB · 12 downloads PAL60 Version congo_poc_PAL60_20210220.e7 16 kB · 5 downloads MANY thanks for a PAL60 version and the update! Must I change the extension „.e7“ or does it work with my Harmony cartridge as is? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted February 20, 2021 Share Posted February 20, 2021 24 minutes ago, Bomberman94 said: MANY thanks for a PAL60 version and the update! Must I change the extension „.e7“ or does it work with my Harmony cartridge as is? Should work as is. I used the ".e7" extension specifically for Harmony use. It is used to avoid issues with the cart-type auto detection failing to detect the bank-switching this uses. Enjoy! 2 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 3, 2021 Share Posted March 3, 2021 Just tried it on my PAL Atari 2600 and I must say that graphics are a great improvement to the original version and looking really good! Colors might be changed a bit - I can upload them in the next days if that helps (normal CRT with antenna connection). 1 Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted March 4, 2021 Share Posted March 4, 2021 I'm open to any suggestions for the colors... especially for the PAL-side of things, since I only have the Stella emulator palette to check those against. 2 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 5, 2021 Share Posted March 5, 2021 Here’s a screenshot from my PAL Atari 2600 on a CRT - too greenish for my taste, maybe more brown tones? Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 15, 2021 Share Posted March 15, 2021 On 3/5/2021 at 1:09 PM, Bomberman94 said: Here’s a screenshot from my PAL Atari 2600 on a CRT - too greenish for my taste, maybe more brown tones? @splendidnutany updates - I think this Game has a hugh potential?! ? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted March 15, 2021 Share Posted March 15, 2021 Sorry, no actual updates on this. I've been playing around with different bank-switching schemes, but that's about it. I've also thought about the PAL color issue. I think the green background is pulling the orange cliff more towards being a yellow color. So, I'll probably play around with switching the colors to just browns and blues for PAL. I will admit that I did get distracted going down another rabbit hole: But that might actually help pull this project along, since they'll both need the same or very similar game logic. 2 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 15, 2021 Share Posted March 15, 2021 10 minutes ago, splendidnut said: Sorry, no actual updates on this. I've been playing around with different bank-switching schemes, but that's about it. I've also thought about the PAL color issue. I think the green background is pulling the orange cliff more towards being a yellow color. So, I'll probably play around with switching the colors to just browns and blues for PAL. I will admit that I did get distracted going down another rabbit hole: But that might actually help pull this project along, since they'll both need the same or very similar game logic. Maybe (if you already made them) you can upload different color versions of it and I can try on a real PAL CRT? I then can post them here if you like?! ? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted March 15, 2021 Share Posted March 15, 2021 I don't have a working build at the moment. Lol. You can try playing around with the colors using the version from this post: Colors will look weird on PAL60 since it's using the NTSC-based color selections. But it should work. I played around with it real quick in Stella. If you set the colors to 35, E7, DC, 4C, that should provide a decent starting point. 1 Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted March 15, 2021 Share Posted March 15, 2021 Alright, I used a hex editor to quickly hack the previous PAL release with new colors (35,E7,DC,4C). Try this and let me know what you think. congo_poc_PAL60_20210315_hacked.e7 1 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 16, 2021 Share Posted March 16, 2021 5 hours ago, splendidnut said: Alright, I used a hex editor to quickly hack the previous PAL release with new colors (35,E7,DC,4C). Try this and let me know what you think. congo_poc_PAL60_20210315_hacked.e7 16 kB · 3 downloads Cool - many thanks, will do ? 1 Quote Link to comment Share on other sites More sharing options...
Materion Posted March 17, 2021 Share Posted March 17, 2021 Hey, it looks great !! Keep up good work :). We have so many talented A2600 game makers here, it's unbelievable :). 1 Quote Link to comment Share on other sites More sharing options...
AAA177 Posted March 21, 2021 Author Share Posted March 21, 2021 Just getting back to the thread after seeing a notification ... did not realize you were working on this, thank you so much. Question: can I download that NTSC zip-folder and then run it through Virtual Atari? Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted March 21, 2021 Share Posted March 21, 2021 Currently, your best bet for trying this out is to use Stella. Between the two online emulators that I know of, only @DirtyHairy's Stellerator worked, but only after renaming the file. The other online emulator, Javatari, does not like this, which is not surprising because this uses the rarely used E7 bank-switching scheme. If you're talking about virtualatari.org, it looks like they use Javatari and they only accept completed games. This is no where near being completed... it's just getting started. 1 Quote Link to comment Share on other sites More sharing options...
+Andrew Davie Posted March 21, 2021 Share Posted March 21, 2021 (edited) 5 minutes ago, splendidnut said: Currently, your best bet for trying this out is to use Stella. Between the two online emulators that I know of, only @DirtyHairy's Stellerator worked, but only after renaming the file. The other online emulator, Javatari, does not like this, which is not surprising because this uses the rarely used E7 bank-switching scheme. If you're talking about virtualatari.org, it looks like they use Javatari and they only accept completed games. This is no where near being completed... it's just getting started. Don't forget @JetSetIlly's Gopher2600, which is doing an amazing job of emulation at this early stage of its development. Nevermind; I missed the implicit "online" part from your response... sorry. Edited March 21, 2021 by Andrew Davie 2 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 21, 2021 Share Posted March 21, 2021 On 3/15/2021 at 11:05 PM, splendidnut said: Alright, I used a hex editor to quickly hack the previous PAL release with new colors (35,E7,DC,4C). Try this and let me know what you think. congo_poc_PAL60_20210315_hacked.e7 16 kB · 15 downloads Colors appear to be a bit lighter now - (left) sides of rocks seems to be more „natural“. Maybe you can make colors selectable by the switches (if it is not too much work for you? ?). Here‘s a actual screenshot: Quote Link to comment Share on other sites More sharing options...
+splendidnut Posted March 21, 2021 Share Posted March 21, 2021 Huh, it doesn't look like the colors changed at all. I was expecting something more like: If you grab the congo_poc-(20210119).bin from an earlier post (Post #11 - January 19th), you can play around with the colors using the joystick. Post #11 (january 19th): https://atariage.com/forums/topic/315431-congo-bongo/?do=findComment&comment=4729944 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 21, 2021 Share Posted March 21, 2021 57 minutes ago, splendidnut said: Huh, it doesn't look like the colors changed at all. I was expecting something more like: If you grab the congo_poc-(20210119).bin from an earlier post (Post #11 - January 19th), you can play around with the colors using the joystick. Post #11 (january 19th): https://atariage.com/forums/topic/315431-congo-bongo/?do=findComment&comment=4729944 Ah yes, renaming this in *.e7 worked for me. Here’re some possible screens for the first level: 1 Quote Link to comment Share on other sites More sharing options...
Bomberman94 Posted March 21, 2021 Share Posted March 21, 2021 Here are all stages with same + fitting colors („interlaced“): 1 Quote Link to comment Share on other sites More sharing options...
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